I see no ghosting in my monitor. It is a budget 350 bucks ASUS shit that I mostly use to play 360/emulated games with. That or I'm used to it.
Lmao yes everyone gets their info from DF.
Not necessarily.BFI adds enormous input-lag, so it works well for a non-interactive content like TV and movies, but for gaming it's obviously a no-go.
Spiders and eyes everywhere.![]()
Blur Busters TestUFO Motion Tests. Benchmark for monitors & displays.
Blur Busters UFO Motion Tests with ghosting test, 30fps vs 60fps vs 120hz vs 144hz vs 240hz, PWM test, motion blur test, judder test, benchmarks, and more.www.testufo.com
What do you see?
Can you make out the UFO with the alien inside or does it look blurry?Spiders and eyes everywhere.
Kinda don't think you know what the hardcore PC crowd is aware of. Keep pretending you do though.Okay, a tiny, fractional niche of Gabe avatar sporting neckbeards that spend their lives on ultra-technical forums already knew. Better?
This didn't remotely broach even the hardcore gaming community until that video. People were surprised and confused that a CRT could be better at anything that wasn't retro games.
Does plasma have this issue? I have a 2009 plasma and haven’t seen this. Saw some 4K gaming at a MS store months ago for the first time and everything seemed really blurry and off in motion. Was it due to this?
Oh you meant the website. I'm on my laptop rn so yeah blur.Can you make out the UFO with the alien inside or does it look blurry?
Try it on your $350 ASUS monitorOh you meant the website. I'm on my laptop rn so yeah blur.
There is still blur. But it is fine when playing games!Try it on your $350 ASUS monitor
Kinda don't think you know what the hardcore PC crowd is aware of. Keep pretending you do though.
Okay, a tiny, fractional niche of Gabe avatar sporting neckbeards that spend their lives on ultra-technical forums
It could be so much better though.There is still blur. But it is fine when playing games!
"Hardcore PC crowd" means different things to different people. Don't take it personally. Your e-cred is still secure.Kinda don't think you know what the hardcore PC crowd is aware of. Keep pretending you do though.
So you just increase the oled light. SDR targets 100 nits maximum which is very doable on oleds considering an oled light of 25 gets you 100 nits.Unfortunately, BFI on OLEDs dims the already not so great brightness to a degree that I stay away from it unlike with QLEDs.![]()
No Plasma's don't have this problem. And yes that would have been what you saw in store. It's funny how everyone is banging on about 4k this and 8k that - All the resolution in the world means nothing when everything gets smeared across the screen the second it starts moving. Unless people are just using their 4K screens to look at static pictures or excel spread sheets.Does plasma have this issue? I have a 2009 plasma and haven’t seen this. Saw some 4K gaming at a MS store months ago for the first time and everything seemed really blurry and off in motion. Was it due to this?
Plasma doesnt have this issue because it isnt sample and hold. However 30 fps games at 60 hz on plasma or any impulsed display (CRT) will produce double images on fast moving content.Does plasma have this issue? I have a 2009 plasma and haven’t seen this. Saw some 4K gaming at a MS store months ago for the first time and everything seemed really blurry and off in motion. Was it due to this?
Yeah, this is mainly why I wish minimum target fps was 60.Plasma doesnt have this issue because it isnt sample and hold. However 30 fps games at 60 hz on plasma will produce double images on fast moving content.
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A problem that isn't noticed isn't a problem.You are just used to it.
No Plasma's don't have this problem. And yes that would have been what you saw in store. It's funny how everyone is banging on about 4k this and 8k that - All the resolution in the world means nothing when everything gets smeared across the screen the second it starts moving. Unless people are just using their 4K screens to look at static pictures or excel spread sheets.
Even 60 hz can be intolerable with impulsed displays or lcd/oled with black frame insertion. the flicker can be really bad wit ha lot of white on display. 80 + hz is where its difficult to notice the flicker.Yeah, this is mainly why I wish minimum target fps was 60.
As long as its 60 fps at 60 hz then it is indeed pretty good. 30 FPS at 60 hz is still ass on crt with fast motion.Native 480p / VGA are a sight to behold on a CRT.
Those games were made with CRT tech in mind and there's a lot of things that won't ever look as good rven with the best tvs...or even with an ossc or framemeisterIt's very easy to see the issue for yourselves. Anyone who claims "i don't see it" you can do this simple test:
Load a 2D scrolling game, preferably an old one via an emulator or some other service. I recommend Sonic 1 for this. When the game loads and you see the graphics, stay still and look at the foreground. In Sonic, the foreground has this checkered texture pattern. Notice how sharp it is. Now move.... You will notice that the moving foreground isn't as sharp anymore while in motion. It gets blurred. And if you run fast enough you can hardly see any details on it.
That's what happens in all modern panels/monitors/TVs. On a CRT, the moving foreground stays as sharp as it was when it was still. Even at fast speeds you can still follow the foreground with your eyes and make out the sharp checkered texture pattern.
It was a given back in the day but now it looks amazing. If you see it, you won't be able to unsee it and i think you are lucky if you haven't seen a CRT for a while.
120 hz plus black frame insertion via retroarch with scanlines filter is pretty awesome on newer tv's with low input lag.Those games were made with CRT tech in mind and there's a lot of things that won't ever look as good rven with the best tvs...or even with an ossc or framemeister
Yeah but that's not really my point, though.120 hz plus black frame insertion via retroarch with scanlines filter is pretty awesome on newer tv's with low input lag.
As long as software can reproduce it with minimal input lag I don't see the issue.Yeah but that's not really my point, though.
My point is that the way crts work males those tricks possible and only software can reproduce it (but that's work and overhead). Like that insanely good crt filter in Sonic Mania.
The way colors blend, in particular.
Back on topic, i don't see ghosting on my freesync screen at 75hz, maybe it's because i don't play competitive twitch games![]()
Plasma would have never been able to get bright enough to do hdr well and it would consume way more power. Newer oleds also have fantastic black frame insertion./hugs his Panasonic VT50 plasma
One pf the very last of its kind. The final incarnation of a dead end technology. To this day, still so much better that the stupid shit that won in the marketplace.
Gah.
It's very easy to see the issue for yourselves. Anyone who claims "i don't see it" you can do this simple test:
Load a 2D scrolling game, preferably an old one via an emulator or some other service. I recommend Sonic 1 for this. When the game loads and you see the graphics, stay still and look at the foreground. In Sonic, the foreground has this checkered texture pattern. Notice how sharp it is. Now move.... You will notice that the moving foreground isn't as sharp anymore while in motion. It gets blurred. And if you run fast enough you can hardly see any details on it.
So my prediction of 360hz sample and hold displays reaching CRT levels motion clarity was way off. We still have a long way to goThe holy grail by the way is 1000 hz sample and hold displays and games using a frame rate interpolation to artificially increase framerate to 1000 fps. That's in the cards somewhere in the future and something nvidia might be working on now seeing their work with DLSS.
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The 240 hz or 4ms sample and hold time is actually quite good. Again you would need to actually run at 240 FPS or have some sort of motion interpolation.So my prediction of 360hz sample and hold displays reaching CRT levels motion clarity was way off. We still have a long way to go![]()
OLED has surpassed Plasma motion clarity when using BFI + motion interpolation.So my prediction of 360hz sample and hold displays reaching CRT levels motion clarity was way off. We still have a long way to go![]()
Inventor of TestUFO here.You're never going to get rid of motion blur on LCD. It's just inherit to the sample and hold tech. You can improve it for sure, but it will always remain. It's why even OLED has poor motion resolution. Granted, it has super fast pixel response time, but it's still sample and hold. You're just gonna have to wait for either self-emitting QLED, or micro-LED.
Chief Blur Buster in the house!Inventor of TestUFO here.
Just only saw this outdated information now.
Actually, I see thousands of displays. I've already seen some LCDs (such as brand new specially engineered VR LCDs) with less motion blur than CRT. Less than 1% of LCDs can do it, but it's doable with several tricks such as this one.
I've made many replies to a new thread, beginning with this useful one with lots of links to motion tests that helps towards better understanding how to engineer LCDs to have limitless motion clarity.
What you see in a three-figure price 144Hz and 240Hz gaming monitor market ($XXX) is not representative of the best I've seen in labs and niche LCDs, but some of the tech is finally filtering into VR headsets. Also, some LCDs (blue phase) have microsecond GtG response times.
Wow. From waaaay downtown back in August when I made that post!Inventor of TestUFO here.
Just only saw this outdated information now.
Actually, I see thousands of displays. I've already seen some LCDs (such as brand new specially engineered VR LCDs) with less motion blur than CRT. Less than 1% of LCDs can do it, but it's doable with several tricks such as this one.
I've made many replies to a new thread, beginning with this useful one with lots of links to motion tests that helps towards better understanding how to engineer LCDs to have limitless motion clarity.
What you see in a three-figure price 144Hz and 240Hz gaming monitor market ($XXX) is not representative of the best I've seen in labs and niche LCDs, but some of the tech is finally filtering into VR headsets. Also, some LCDs (blue phase) have microsecond GtG response times.
One form is already on the market... Just purchase a Valve Index VR headset or a Quest 2 VR headset.Anyway, good to know some industry is still pushing LCD technology. Problem I see is, is the tech you mentioned ever going to make it into market?
Inventor of TestUFO here.
Just only saw this outdated information now.
Actually, I see thousands of displays. I've already seen some LCDs (such as brand new specially engineered VR LCDs) with less motion blur than CRT. Less than 1% of LCDs can do it, but it's doable with several tricks such as this one.
I've made many replies to a new thread, beginning with this useful one with lots of links to motion tests that helps towards better understanding how to engineer LCDs to have limitless motion clarity.
What you see in a three-figure price 144Hz and 240Hz gaming monitor market ($XXX) is not representative of the best I've seen in labs and niche LCDs, but some of the tech is finally filtering into VR headsets. Also, some LCDs (blue phase) have microsecond GtG response times.
Good to know they've solved that problem on the VR headset side of the equation. Wonder if Sony will do the same thing for their next VR headsetOne form is already on the market... Just purchase a Valve Index VR headset or a Quest 2 VR headset.
They are superlative CRT-motion-clarity-beating LCDs now, that you can purchase for prices as low as approximately 300 dollars. Both headsets produces pictures far more comfortable and easier on eyes than crappy Real3D cinema 3D glasses (just avoid the rollercoaster apps if you hate the dizzy stuff).
Zero blur, zero ghosting, zero crosstalk, zero double images, perfect CRT motion clarity can be found in those 2020-and-newer VR LCDs.
These even have 6x less motion blur (0.3ms MPRT) than OLED VR headsets (2ms MPRT blurring), such as the original Playstation VR or original Oculus Rift or original HTC Vive.
Yes, in the motion clarity department, these new VR LCDs beat OLED motion resolution by almost an order of magnitude. The blacks aren't as good as CRT yet (though I saw a FALD VR prototype using MicroLED backlights -- local dimming in VR!) but the motion resolution is simply superlative for LCD -- far better than even a 360Hz LCD in sample-and-hold mode.
Part of this is because of Talbot-Plateau's Law, a law of physics effect that bottlenecks OLED pixels severely. To be as good as a CRT, you need really brief flashes (less than 1ms). And you need lots of brightness in those short flashes. Unlike OLED direct pixels which often has difficulty safely reaching 1000nits without burn-in -- an LCD can outsource its light source to a heatsinked/watercooled LED backlight that can flash stadium bright like a CRT electron beam dot (CRTs do over 10,000 nits at the phosphor dot in high-speed video). So, that's why LCD VR has pulled way ahead of OLED VR, in motion resolution now.
And from lab tests, both Index VR LCD and Quest 2 VR LCD have a true real-world measured 0.3ms MPRT -- not manufacturer exaggerated MPRT or GtG numbers (the two different pixel response benchmarks). No GtG heatmap hotspots. No MPRT hotspots. Zero, nada, zilch, none, virtually perfect 256x256 heatmap. Many CRTs have phosphor decay fade longer than 0.3ms! And it really shows -- every CRT user that witnessed 2020-or-newer perfectly crosstalkless LCD VR -- now agrees that an extensively well-engineered LCD can out-do CRT in motion clarity.
They had to spend mondoo engineering money for VR because motion blur is a big headache/dizzy/nausea for a giant IMAX screen strapped to your face. The overkill work finally paid off in some of the cheapest CRT-motion-resolution beating LCDs. To match a Holodeck requires a display that doesn't add extra blurring above-and-beyond natural human vision, so a lot of engineering money is spent on making VR LCDs match closer to real life.
Indirectly I had a hand on steering the VR market in reducing motion blur -- see How Blur Busters Convinced Oculus Rift To Go Low Persistence. That was a long time ago -- back in the Kickstarter days where the Oculus Kickstarter had access to TestUFO six months before TestUFO launched publicly almost a decade ago!